Difference between revisions of "Category:Status Effects"

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This page lists the different types of effects experienced by the player according to the player's status.  '''Assume each status effect does not wear off unless stated'''.  Conditions for the removal of each status effect is specifically stated at the foot of each page.
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This page describes the different fates that might befall you in a typical game of Fortress Forever.
  
Do not assume that receiving health from a bag is the same as a medic regenerating health (as this would mean medics would never be legshotted for more than a couple of seconds, for example) or that all status effects can be cured by the medic's medikit.
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==Death==
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You have been hurt in some awful way. This includes being shot, blown up, squashed, drowned, run over, poisoned, burnt, electrocuted, zapped by lasers, gassed, frozen, stabbed, etc.
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==Concussed==
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Concussion is inflected by concussion grenades going off nearby. The effect is made up of two parts:
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* Your head is jerked away from the source of the blast. This only happens if it is not ''your'' concussion grenade exploding, since your in-game persona is able to anticipate the explosion and has braced themselves for the blast.
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* Your view starts swaying around in a disorienting manner. This last approximately a quarter of a minute for most classes except the medic, for whom it lasts about half that time. The swaying effect gradually fades away and is only a hindrance for a fraction of that time.
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The conc effect is an illusion and does not physically affect your weapon aim.
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'''Expires naturally:''' Yes (7 seconds medic, 15 seconds all other classes)
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'''Healed by:''' None
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==Crippled==
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Leg damage is cumulative and can be dealt with a small selection of weapons including Caltrops and the Sniper Rifle.
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When crippled, a player can be slowed to the figure of 40% of the class speed. Each class is slowed relative to its regular speed. Cripping can be anywhere in the range of 0-60%; 0% when unhindered, 60% when fully injured.
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For example: If a Soldier receives several legshots, he will receive a 60% movement penalty, and consequently move at 240 units * 0.4 = 96 units per second.
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Crippling is permanent if left untreated. If the affected player picks up health or is healed by a medic, the injury is cured.
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'''Expires naturally:''' No
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'''Healed by:''' Receiving health by any means (medic, health pack, goal, etc.)
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==Hallucinations==
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Hallucinations are triggered by the spy's toxic gas grenade cloud and last for approximately a quarter of a minute.
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During the hallucination your vision will go a green cloudy effect, which isn't very nice. You may notice a number of other visual abnormalities as well:
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* Other players and buildings may appear the wrong colour.
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* HUD readouts (health, ammo) may be wrong.
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'''Expires naturally:''' Yes (15 seconds)
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'''Healed by:''' Medics
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==Immunity==
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Is this in the game?
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==Infected==
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Players receiving damage from an enemy medic's medikit become infected, providing they do not possess temporal Immunity.
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* Infections drain health by 8 units approximately every 2 seconds.
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* Infected players cough, splutter and groan intermittently; this is audible to anyone close enough to hear it (it serves as an indicator to stay away!).
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* Infected players emit a very slight green cloud.
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* Infections can be transmitted between players on the same team if they get too close.
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'''Expires naturally:''' No, only on death
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'''Healed by:''' Medics
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==On Fire==
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==Tranquilized==
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==Transmitting==

Revision as of 15:24, 30 December 2007

This page describes the different fates that might befall you in a typical game of Fortress Forever.

Death

You have been hurt in some awful way. This includes being shot, blown up, squashed, drowned, run over, poisoned, burnt, electrocuted, zapped by lasers, gassed, frozen, stabbed, etc.

Concussed

Concussion is inflected by concussion grenades going off nearby. The effect is made up of two parts:

  • Your head is jerked away from the source of the blast. This only happens if it is not your concussion grenade exploding, since your in-game persona is able to anticipate the explosion and has braced themselves for the blast.
  • Your view starts swaying around in a disorienting manner. This last approximately a quarter of a minute for most classes except the medic, for whom it lasts about half that time. The swaying effect gradually fades away and is only a hindrance for a fraction of that time.

The conc effect is an illusion and does not physically affect your weapon aim.

Expires naturally: Yes (7 seconds medic, 15 seconds all other classes)

Healed by: None

Crippled

Leg damage is cumulative and can be dealt with a small selection of weapons including Caltrops and the Sniper Rifle.

When crippled, a player can be slowed to the figure of 40% of the class speed. Each class is slowed relative to its regular speed. Cripping can be anywhere in the range of 0-60%; 0% when unhindered, 60% when fully injured.

For example: If a Soldier receives several legshots, he will receive a 60% movement penalty, and consequently move at 240 units * 0.4 = 96 units per second.

Crippling is permanent if left untreated. If the affected player picks up health or is healed by a medic, the injury is cured.

Expires naturally: No

Healed by: Receiving health by any means (medic, health pack, goal, etc.)

Hallucinations

Hallucinations are triggered by the spy's toxic gas grenade cloud and last for approximately a quarter of a minute.

During the hallucination your vision will go a green cloudy effect, which isn't very nice. You may notice a number of other visual abnormalities as well:

  • Other players and buildings may appear the wrong colour.
  • HUD readouts (health, ammo) may be wrong.

Expires naturally: Yes (15 seconds)

Healed by: Medics

Immunity

Is this in the game?

Infected

Players receiving damage from an enemy medic's medikit become infected, providing they do not possess temporal Immunity.

  • Infections drain health by 8 units approximately every 2 seconds.
  • Infected players cough, splutter and groan intermittently; this is audible to anyone close enough to hear it (it serves as an indicator to stay away!).
  • Infected players emit a very slight green cloud.
  • Infections can be transmitted between players on the same team if they get too close.

Expires naturally: No, only on death

Healed by: Medics

On Fire

Tranquilized

Transmitting

Pages in category "Status Effects"

This category contains only the following page.